King's Quest V: Absence Makes The Heart Go Yonder Walkthrough :

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Walkthrough - FAQ/Walkthrough

Page 1

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KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER
FAQ/Walkthrough, Final Version.
Written by Snow Dragon İ 2001-2007.
All rights reserved.
Contact at: [sdfaqs@gmail.com]
_________________________________________________
NOTE: This FAQ makes frequent use of the overscore ( Ż ), a non-standard
ASCII character. You may have to adjust your Internet browser's
encoding if it cannot properly read this character.
= | =================
= | TABLE OF CONTENTS
= | =================
1 Updates
2 Intro
3 Game Basics
4 Documentation Symbols
5 260 Points Index
6 Walkthrough
6.1 Serenia
6.1.1 Serenia: Characters
6.1.2 Serenia: Map
6.1.3 Serenia: Walkthrough
6.2 The Desert
6.2.1 Desert: Characters
6.2.2 Desert: Map
6.2.3 Desert: Walkthrough
6.3 Back in Serenia
6.4 The Dark Forest
6.4.1 Dark Forest: Characters
6.4.2 Dark Forest: Map
6.4.3 Dark Forest: Walkthrough
6.5 The Last of Serenia
6.6 The Mountains
6.6.1 Mountains: Characters
6.6.2 Mountains: Map
6.6.3 Mountains: Walkthrough
6.7 The Beach and Harpy Island
6.7.1 Beach and Harpy Island: Characters
6.7.2 Beach and Harpy Island: Maps
6.7.3 Beach and Harpy Island: Walkthrough
6.8 Mordack's Island and Castle
6.8.1 Mordack's Island and Castle: Characters
6.8.2 Mordack's Island and Castle: Maps
6.8.3 Mordack's Island and Castle: Walkthrough
7 Credits & Copyrights
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1 | UPDATES
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3-12-02: In comparison to my newer walkthroughs, some of my older ones appear
outmoded and contain erroneous information that is desperately in need
of correction. This version is meant to be a major facelift. I would
have gotten around to this sooner, but I have a life outside the
computer. Anything wrong with this walkthrough in terms of contact
information or anything else that is otherwise misleading has been
corrected. Some formatting issues were addressed as well.
2-13-03: Yes! Finally, after literally a year of begging and badgering, I have
gotten the documentation for this game that won't let you past some of
the trickier parts, and the section containing them can now be found
in this walkthrough after Game Basics. Never again will that tricky
boat be a problem! And so now I'm taking the time to make this the
final version of the guide, as with the documentation in place there
is now no need for further updates as far as information is concerned.
My thanks go out to Andrew Schultz, one of the hardest-working writers
for GameFAQs, and an all-around nice guy. He's the one who provided
the documentation. I can never thank this guy enough for this
invaluable info.
2-24-07: Slowly but surely, I am updating some of my guides in order to reflect
personal shifts in format, to clarify muddled information, and to
address all unanswered e-mails containing useful information. As this
walkthrough is one of my favorites, I've decided to also rewrite it
for clarity's sake.
I also discovered while updating that my point total only added up to
258 rather than 260, so that's been fixed as well.
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2 | INTRO
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Welcome to my walkthrough for a game that is near and dear to my heart, King's
Quest V (Absence Makes the Heart Go Yonder). This game has the honor of being
the first game I ever wrote a walkthrough for, way back in 2001, and there have
been many more since then. As a labor of love, I decided to re-write this
walkthrough and give it the clean look and improved writing of my more recent
work.
If you have any questions about this game that you'd like to e-mail me about,
drop me a line at [sdfaqs@gmail.com]. I will not accept suggestions for
additions to this guide, on account of the fact that it is about as definitive
a guide as it is going to get and has covered every potential scenario
regarding the game. I am more than willing to help you out if there is
anything in there you don't understand, however.
Have fun playing King's Quest V!
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3 | GAME BASICS
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1. Scoring
King's Quest V, like many late-80s/early-90s Sierra adventure games, has a
scoring system. You score points by collecting useful items, doing good deeds
for other characters, and doing things that advance the plot. You can beat the
game by finishing it, or you can REALLY beat it by finishing it and scoring the
maximum amount of points possible. In the case of KQ5, that amount is 260.
The walkthrough will clearly indicate when something you do or find gives you
points. Within the walkthrough, point values will be indicated as (+P; X),
where P represents the number of points you get for doing something and X
represents the amount of points you should have up to the point, assuming you
are following the sequence of the walkthrough.
Everything that earns you points gives you anywhere from two to five points,
depending on what it is.
2. Saving
One extremely helpful tip - not just for this game, but adventure games of its
ilk in general - is to SAVE YOUR GAME OFTEN! Save before doing something that
can potentially put you in danger or kill you (in this game, just about any-
thing qualifies for that). Also save after anything really major takes place.
Every two screens or so is probably a good rate to save at. Save more or less
than that depending on your familiarity with an area.
Conversely, there are times when you do NOT want to save. On some occasions,
you only have one chance to do something correctly, and saving after you botch
your one chance renders your game unbeatable, and you sure don't want to start
over from the very beginning.
3. The Menu
To access the menu, move the cursor to the top of the screen. A bunch of icons
will appear. All the action icons are over to the left, including walking with
both short and long strides, the hand for picking things up, and the eye for
observing details.
There's also the satchel, which contains all the items you've picked up. Click
on an item in the satchel to bring it out for use. (You can also use the hand
and the eye icons while looking at your inventory.)
Sierra games also have the option to change the speed at which the game
operates. You can adjust this by clicking the sliding bar icon.
And of course, there is also a disk icon, which allows you to save or load a
file.
4. Copy Protection
Sierra was a company that was REALLY worried about people pirating their games,
so a lot of their old DOS games enforce copy protection periodically throughout
the game. At such points, you will be confronted with four symbols and must
input the letters that correspond to the symbols. You get three tries, and if
you botch all three tries, you can't go any farther in the game.
Fortunately, under most circumstances, if you face one of these points, you can
bypass it simply by reloading and doing whatever it was that activated the copy
protection until it doesn't ask for the code. The one exception to this occurs
when you have to push the boat at the beach into the ocean. At this point, the
copy protection box ALWAYS comes up. If you don't have the documentation that
translates the symbols, this guide can help you out in that department.
6. Time Wasters
Point-and-click adventures are fun to explore. It's healthy to want to explore
every nook and cranny of every screen, and KQ5 has no shortage of amusing
asides to satiate the Stalwart Explorer in you. In certain areas that have one
or several of these, I will list them following the explanation of what you're
supposed to do in that area.
Peril lurks around every corner, so I will also clearly indicate when you need
to save before testing a time waster.
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4 | DOCUMENTATION SYMBOLS
= | =====================
If you run into any point in the game that requires you to match symbols to
letters, refer to this section. You can't pass certain points in the game
without doing this, so this is good info to know.
Thanks to Andrew Schultz for providing these symbols.
A - Arrow
The symbol for the letter A just looks like an arrow pointing to the right. It
has sort of a diamond tip where the pointy end would be.
B - Downward Right Facing Arrow
The other distinguishing characteristic about this arrow, other than it faces
down and to the right, is that it has two lines going through the tail end of
it.
C - Six-Point Star
The six points of the star have flat ends, making it look like a capital I with
an X going through it.
D - Space Alien
An elongated hexagon with two prongs and a black dot sticking out of the top
and two prongs and an upside-down T sticking out of the bottom.
E - Rectangle
An empty lengthwise rectangle.
F - Thin Long X Rectangle
A lengthwise rectangle with an X going through it. Do not confuse this with
the symbol for the letter Y, which looks the exact same as this symbol but is
comprised of thicker lines.
G - Menorah
This symbol looks sort of like the famous Jewish candelabra with three spots
for candles in the top.
H - Bull's Head
It's a circle with two hornlike curved lines sticking out of the top.
I - Fancy M
It looks sort of like the letter M with some fancy touches on it, like two
black dots adorning the upper left and right corners of it and an empty circle
at the end of the middle vertical line. The two outside vertical lines also
flare out at the ends.
J - Parallel Half Notes
Looks like two musical notes lying on top of each other.
K - V/J Mix with a Degree Symbol
This one is hard to describe, looking like a melty conglomerate of the letters
V and J, but it can be distinguished from the pack with the tiny circle in the
upper right corner which looks like the symbols for degrees Fahrenheit/Celsius.
L - Thick H
This one looks like the letter H with the line in the middle being set very,
very low. There are also four triangles sticking outside the vertical lines.
Do not confuse this with the symbol for the letter V, which is comprised of
thinner lines.
M - Scrapbook Rectangle
A lengthwise rectangle with diagonal lines in the corners, giving it the
appearance of an old page from a scrapbook.
N - Crosshairs
A circle with a cross intersecting it at the four compass directions.
O - Plus Sign
Probably the easiest symbol to identify along with the one for the letter E.
It is what it looks like.
P - Thick Half-Crosshairs
Similar in appearance to the symbol for the letter N, but it is made of thicker
lines and the crosshair lines only touch the outside edges (they don't go
through the middle of it).
Q - Tambourine
A circle with buds coming out of the edge at northwest, northeast, southwest,
and southeast. The northeast bud is not a complete line.
R - Parallel Hump
Two lines, the one on the bottom perfectly straight, the one on the top with a
hill in the middle of it.
S - Crescent
Looks like the quarter-full phase of the moon. If you don't know what a
crescent looks like, there's probably a picture in any reputable dictionary.
T - Crooked Horseshoe
A horseshoe turned upside-down. The right side reaches farther down than the
left side.
U - M/R Mix
Looks like an amalgam of fancy mixtures of the letters M and R. The far right
vertical line of the M is also the vertical line of the R.
V - Thin H
A letter H with the middle line set very low. Four triangles poke out of the
sides of the H. Do not confuse this with the symbol for the letter L, which is
exactly the same but is comprised of thicker lines.
W - Thin Window Rectangle
A lengthwise rectangle cut into equal fourths so that it looks a lot like a
window pane. Don't confuse this with the symbol for the letter Z, which is
comprised of thicker lines.
X - Tall X Rectangle
A rectangle standing vertically with an X going through it. Do not get it
confused with the symbols for the letters F or Y, both of which have an X going
through them, but are oriented horizontally instead of vertically.
Y - Thick Long X Rectangle
This looks like the symbol for the letter F, but is made of a thicker point
line than its twin.
Z - Thick Window Rectangle
This looks like the symbol for the letter W, but is made of a thicker point
line than its twin.
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5 | 260 POINTS INDEX
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The highest possible score in King's Quest V is 260 points. Doing certain
things that help advance your progress will earn you points. You can receive
anywhere from two to five points for an action. You will know when you have
earned points because you will hear a high-pitched "bling" sound.
This section serves as an index to help you see if you may have missed anything
along the way, and also serves as a sort of miniature walkthrough (except
without any elaboration or nuance). It is possible to beat the game without
scoring all 260 points, so if you didn't get the maximum score, this section
will probably be of help to you. Each section is listed with all the tasks you
need to complete in that area, followed by how many points you should have when
you have done everything you can do before moving on.
1. Serenia
Obtain silver coin off ground in town 2
Obtain fish from barrel in town 2
Pay baker the silver coin to get the custard pie 2
Distract bear from beehive with the fish 4
Take honeycomb from beehive 2
Pick up stick near beehive 2
Lure dog away from anthill 4
Dig through haystack outside inn after saving ants
from dog to obtain golden needle 2
Give golden needle to tailor in exchange for cloak 4
____
TOTAL SO FAR 24
-------------------------------------------------------------
2. The Desert
Drink from oasis (first time only) 2
Pick up shoe next to skeleton 2
Discover bandits' camp (first time only) 3
Find the temple in the cliffs (first time only) 3
Observe bandits as they open temple door using staff 2
Take staff from bandit camp 2
Use staff on temple door 2
Get gold coin from temple 2
Get brass bottle from temple 2
____
TOTAL SO FAR 44
-------------------------------------------------------------
3. Back in Serenia
Pay gold coin at gypsy camp to have fortune told 3
Receive magic amulet from fortune teller 2
Save rat from cat outside bakery 4
Take tambourine from clearing after gypsies leave 3
____
TOTAL SO FAR 55
-------------------------------------------------------------
4. The Dark Forest
Enter dark forest (first time only) 2
Give brass bottle to witch 4
Obtain key from witch's house 2
Obtain spinning wheel from witch's house 2
Obtain pouch of emeralds from witch's house 2
Unlock door in tree using key from witch's house 3
Get golden heart inside the tree 2
Squeeze honeycomb onto ground 4
Throw first emerald on ground 2
Throw second emerald on ground 2
Throw third emerald on ground, thus catching the elf 2
Follow elf into clearing and crawl through tunnel
(first time only) 2
Receive shoes from elf 2
____
TOTAL SO FAR 86
-------------------------------------------------------------
5. The Last of Serenia
Return golden heart to weeping willow 4
Take harp that the princess leaves behind 2
Return spinning wheel to old gnome in exchange for
marionette 4
At toy shop, exchange marionette for sled 4
At shoe shop, exchange shoes from elf for shoemaker's
hammer 4
Pick up rope in inn's cellar after the rat chews
through it 2
Break padlock on cellar door with hammer 4
Take leg of lamb from inn's kitchen cupboard 2
Scare off snake blocking path to mountains with
tambourine 3
____
TOTAL SO FAR 115
-------------------------------------------------------------
6. The Mountains
Put on cloak to keep from freezing 4
Eat half the leg of lamb to keep from starving 4
Climb frozen waterfall by securing rope around
jutting rock 5
Cross waterfall by hopping across rocks (first time
only) 2
Use sled to cross crevasse 5
Feed starving eagle remaining half of leg of lamb 3
Enter Icebella's palace, escorted by her wolves 2
Play harp to soften Icebella's hard heart 4
Defeat yeti by throwing custard pie in his face 4
Use hammer to take a crystal from yeti's cave 4
Get captured by roc 2
Retrieve locket while in roc's nest 2
____
TOTAL SO FAR 156
-------------------------------------------------------------
7. The Beach and Harpy Island
Pick up iron bar on beach 2
Fix leak in boat using beeswax 5
Reach Harpy Island (first time only) 3
Play harp for harpies 4
Get fishhook on Harpy Island 2
Get seashell on Harpy Island 2
Take injured Cedric with you from Harpy Island 3
Give seashell to deaf hermit for directions to
Mordack's island 4
____
TOTAL SO FAR 181
-------------------------------------------------------------
8. Mordack's Island and Castle
Crash on Mordack's island 3
Get dead fish on shore 2
Destroy serpent statues by deflecting lasers back at
them using crystal from yeti's cave 5
Open grate west of castle with iron bar 4
Give tambourine to Dink 3
Pick up hairpin key left behind by Dink 2
Unlock door leading out of maze 4
Obtain bag of peas from pantry 2
Return locket to Cassima 4
Allow yourself to get caught by blue beast and thrown
in the dungeon (first time only) 2
Use fishhook in dungeon cell to reach cheese in mouse
hole 4
Knock blue beast out by making him slip on peas 3
Capture cat in empty pea bag after distracting him
with fish 2
Read book of spells in Mordack's library 3
Steal Mordack's wand off his bedside table after he
goes to bed 3
Put Crispin's wand on one tray of machine in lab 4
Put Mordack's wand on other tray of machine in lab 4
Start machine using cheese 5
Grab Crispin's wand when Mordack appears in the lab 4
Use tiger spell against Mordack's flying monster
spell 4
Use rabbit spell against Mordack's dragon spell 4
Use mongoose spell against Mordack's snake spell 4
Use rain cloud spell against Mordack's flame ring
spell 4
____
G R A N D T O T A L 260
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6 | WALKTHROUGH
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Walkthroughs for each area are ordered as follows: the characters you'll meet
in that area are listed first, the map for the area is shown second, and the
walkthrough comes third.
--- | -------
6.1 | Serenia
--- | -------
----- | -------------------
6.1.1 | Serenia: Characters
----- | -------------------
CRISPIN: The kindly old wizard. He gave you your wand and your ability to talk
to animals. Now he's useless to you.
CEDRIC: Your owl companion who goes everywhere you do (almost). If you talk to
him while in Serenia, he can tell you where things are located relative
to your current situation, although once you leave Serenia he's pretty
much useless to that end. He is very cowardly and won't go anywhere he
thinks is dangerous. Sometimes Cedric gets in trouble and it's up to
you to save him.
SNAKE: Located one screen south of Crispin's house. He blocks the entrance to
the mountains. To get rid of him, you'll have to find something that
will scare him off.
MAN FIXING WAGON: Found in the town. You can offer to help him, but he won't
accept it. He's only in town the first time you go there.
If you leave town and come back, you can pick up a silver
coin that he leaves behind.
TAILOR: The tailor has a cloak that Graham would love to have, but you'll have
to find his lost golden needle to get it. If you hang around, there's
a rude customer in the fitting room in the back who yells out some
pretty funny things.
TOYMAKER: Has a sled that Graham thinks is cool. Give him the gnome grandson's
marionette to obtain it.
SHOESHOP COUPLE: These old folks are dead broke. They don't have a single pair
of shoes to sell. Unfortunately, you can't take the boots off
your own two feet and give them to them, but you can give them
a pair of shoes crafted by an elf deep in the dark forest.
Those will work.
CAT AND RAT: Outside the bakery, once you have either the shoe or the stick, a
cat will be chasing a rat. Chunk either item at the cat to save
the rat's life. The rat will be grateful and help you later when
you're in a bind. You only get one chance to save the rat, so
don't blow it.
BAKERY MEN: Guys with pies for sale. Fork over a silver coin and you can have
one.
PRINCE HERBERT: This sad prince sits on a log bemoaning his girlfriend's fate.
After you talk to him, he walks away.
WEEPING WILLOW: This tree takes its description pretty literally. She strums
sadly on her harp all day. Find her golden heart in the dark
forest and return it to her to restore her to her old human
self.
GNOMES: The old grandfather gnome wants his spinning wheel back. You can grab
it in the dark forest once you've infiltrated the witch's house.
INNKEEPER: Rough and tough guy with two rough and tough pals. If you enter the
inn, they'll beat you up and imprison you in the basement. There
comes a time when you'll actually want these dudes to throw you down
there, but you need to make some friends and have a few key items
in your possession first.
BEAR AND BEES: You'll find a bear harassing a beehive west of the inn once you
get the fish out of the barrel in town. Give the bear the fish
to divert his attention and the bees will be thankful enough to
give you a small reward.
ANTS AND DOG: North of the beehive, some ants are unfairly beset upon by a
stray dog with nothing better to do. Maybe the dog would like
something to chew on - perhaps a stick, or even a shoe...
GYPSIES: Some bohemian travelers have set up camp in Serenia, and one of them
is a fortune teller. The bouncer out front won't let you in without a
gold coin, though.
----- | ------------
6.1.2 | Serenia: Map
----- | ------------
DARK FOREST
|
|
D Fool around with the funny-looking gizmo in the front yard.
> Drink from the pond (choose the hand cursor and click on the pond).
> Try to open the cellar.
===============================================================================
South of Crispin's house one screen is a snake. Don't get too close to him or
he'll strike you down with a single bite. You can't do anything with him at
the moment, so go south one more screen to reach the outskirts of the town. If
you choose to go in, Cedric opts to stay behind, citing a run-in with a nasty
dog on an earlier trip.
Talk to the man fixing the wagon. Even though you offer your assistance, he
politely refuses help. That's just as well - the wagon never gets fixed
anyway. After you talk to him, leave town and go back in. Where he used to be
is a silver coin. Use the hand cursor and click on the coin (a tiny silver
glint) to pick it up (+2; 2).
Near where you got the coin is a barrel. Click the eye cursor on the barrel to
look in it. Inside is a dead fish. Use the hand cursor to obtain it (+2; 4).
If you wish, look inside all the shops and talk to everyone as you please.
Right now, there's nothing else you can do in town, so head out. Once outside
the town, go west a screen.
Go in the bakery. When you go in, the cursor will turn into the "hold" icon,
which looks like a three-fingered hand with circles at the ends of the
"fingers". During a hold, there's some action taking place, but you can still
talk or use items - basically, do anything except move. This is actually rather
tame as far as holds go. Usually during a hold, something or someone is trying
to kill you.
===============================================================================
BAKERY TIME WASTERS:
> During the hold, talk to the lady and her son.
> Mess around with the cat.
> Try to steal a pie.
===============================================================================
When the hold period is over, give the silver coin to the baker to purchase a
custard pie (+2; 6).
Leave the bakery and go west to the beehive. There is a bear harassing the
bees and looking for honey, but fish is just as good in his book. Throw the
fish you got from the barrel to the bear (+4; 10). The queen bee thanks you
and then allows you to take a honeycomb as a symbol of her gratitude. Reach in
and grab one (+2; 12). They won't sting.
===============================================================================
BEEHIVE TIME WASTER:
> If you don't have the fish yet and the bear's not there, go near the beehive
and the bees will swarm you and sting you to death. SAVE YOUR GAME BEFORE
GETTING STUNG TO DEATH.
===============================================================================
Pick up the stick lying on the ground around the beehive (+2; 14) before you
leave.
Go north to the anthill. A dog is pawing at the anthill and disturbing the
ants. Throw the stick at the dog to make him go away (+4; 18). The ants will
thank you and will offer you their help to you whenever you may need it.
===============================================================================
ANTHILL TIME WASTERS:
> Approach the dog without throwing him the stick. He'll growl at you.
> Approach the anthill when the dog is gone and Graham will do the "BUG-a-loo"
(groan).
===============================================================================
Go east one screen and south one and dig through the haystack outside the inn
using the hand cursor. While you're digging, the ants will come and help you
find the needle hidden in the haystack in return for rescuing them from that
mangy mutt (+2; 20). Once you have the golden needle, go to the tailor's shop
in the town and give it to him in exchange for the cloak (+4; 24).
Now that you've exhausted your options in Serenia (for now, at least), it's
time to hit up the desert.
--- | ----------
6.2 | The Desert
--- | ----------
----- | ----------------------
6.2.1 | The Desert: Characters
----- | ----------------------
BANDITS: These guys have the staff that Graham needs to open the door to the
desert temple. He needs to do a few things first, however, and he
needs to be pretty sneaky to get the staff.
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6.2.2 | The Desert: Map
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LEGEND: D - Desert
O - Oasis
C - Camp
S - Skeleton
B - Brushland
* - Path to Temple
Inside Temple
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Temple
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E Try to go in the large tent. Save your game before doing this, since you'll
be killed before you can get in.
> Look at the camels.
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After stopping off at the bandits' camp, go north to the temple. Be sure to
drink at the oasis along the way.
Once you're able to see the temple through the hole in the cliffs, you'll get
points just for finding it (+3; 34). You have time for a sip from the oasis
but not much else. After drinking, you need to hide behind the rocks that
surround the oasis, because eventually, the bandits will ride up to the temple,
and if they see you, they'll kill you on sight. Therefore, make sure most of
your body is concealed, then wait. When the bandits arrive, watch as they
approach the door and open it by tapping it with a staff. You will receive
points for observing this process (+2; 36), after which you must return to the
bandits' camp and steal the staff.
The staff is located in the smaller of the two tents, so enter that one. This
is one of those times when the evil copy-protection fairy might decide to rear
its ugly head, so have your documentation ready.
Inside the tent, walk around the slumbering bandit and snatch the staff from
its resting place (+2; 38). Do not dawdle in here. If you talk to the bandit,
he will kill you. If you step on him, he will kill you. If you touch him in
any way, he will kill you. If you take too long to get the staff, he will kill
you. There are no circumstances in which the bandit will not kill you if he
discovers you. Get in, do the deed, and get out.
With the staff now in hand, return to the temple and go up to the door. Use
the staff on it (+2; 40). Graham's careless use of the staff causes it to
break. Good work, Graham, now we only get one shot at raiding the temple, and
we have to make it quick, because the door doesn't stay open for long, and if
it closes while you're inside, there's no way of getting out. Because of this,
you should save before you knock on the door with the staff.
Once inside, act quickly. Switch to the hand cursor and take the brass bottle
(+2; 42) and the gold coin next to it (+2; 44), then get out as fast as you
can. While in the temple, don't touch the massive treasure pile. It is cursed
and will kill you on contact. Also, as already stated, don't hang around and
let the door close on you, and certainly don't save after the fact if that
happens.
When you leave, the temple door will close automatically, and you can never go
back in for any reason. Return to Serenia, stopping at oases along the way as
usual.
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6.3 | Back in Serenia
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Once you arrive safely back in Serenia (much to the paranoid Cedric's delight),
you need to hit up the gypsy camp. The man guarding the entrance will let you
in for the price of one gold coin, which luckily you picked up in the desert
temple and can give to him now (+3; 47). Now, pop a bag of popcorn and get
comfy, 'cause it's MOVIE TIME!!
The fortune teller shows you Graham's son Alexander being interrogated by
Mordack. Mordack wants his cat turned back into a human, because that cat used
to be his brother Manannan! (SPOILER ALERT: This comes from King's Quest III,
when you control Alexander, who is kidnapped by Manannan as an infant and lives
under his surveillance until he turns 18. In the initial segment of the game,
you escape from Manannan's tower by learning magic behind his back which allows
you to turn him into the